local assets =
{
    -- Asset("ANIM", "anim/panda_fisherman_supply_pack.zip"),
    -- Asset( "IMAGE", "images/inventoryimages/panda_fisherman_supply_pack.tex" ),  -- 背包贴图
    -- Asset( "ATLAS", "images/inventoryimages/panda_fisherman_supply_pack.xml" ),
}
local function GetStringsTable()
    return TUNING.NPC_CHAT_TABLE[ type(TUNING.__NPC_LANGUAGE)=="function" and TUNING.__NPC_LANGUAGE() or TUNING.__NPC_LANGUAGE ] ["npc_event_item_buyer"] or {}
end
local function fn()
    local inst = CreateEntity()

    inst.entity:AddTransform()
	inst.entity:AddNetwork()
    inst.entity:AddAnimState()
    inst.AnimState:SetBank("sign_mini")
    inst.AnimState:SetBuild("sign_mini")
    inst.AnimState:PlayAnimation("item")

    inst:AddTag("npc_item_sign_for_sale")

	MakeInventoryPhysics(inst)
    MakeInventoryFloatable(inst, "med", nil, 0.75)

    inst.entity:SetPristine()
    if not TheWorld.ismastersim then
        return inst
    end
    inst:AddComponent("npc_base_lib")
    inst:AddComponent("npc_everything_data")
    inst:AddComponent("npc_components_for_sale")


    inst:AddComponent("inspectable") --可检查组件
    
    inst:AddComponent("inventoryitem")
    inst.components.inventoryitem:ChangeImageName("minisign_item")
	inst.components.inventoryitem.cangoincontainer = true
    inst:AddComponent("named")
    -- inst.components.named:SetName(tostring(_table.Name))
    -- inst.components.named:SetName(GetStringsTable().coin_name)
    STRINGS.CHARACTERS.GENERIC.DESCRIBE[string.upper("npc_item_sign_for_sale")] = GetStringsTable().inspect_str  --人物检查的描述


    inst:AddComponent("fuel")
    inst.components.fuel.fuelvalue = TUNING.MED_FUEL
    MakeSmallBurnable(inst, TUNING.MED_BURNTIME)
    MakeHauntableLaunchAndIgnite(inst)
    MakeSmallPropagator(inst)

    return inst
end

return Prefab("npc_item_sign_for_sale", fn,assets)